public static bool HandleSword(Object item)
        {
            ConsoleKeyInfo keyInfo;
            bool           toProcessing = true;
            bool           toPickup     = false;
            GameRoom       gm;

            ScreenManager.WaitForBufferClear();  //Clear Buffer

            gm = GameDataFactory.curr_gwinfo.GetGameRoombyNumber(GameState.currentRoom);

            if (GameState.CountSwordInInventory() > 0)
            {
                //************************************
                PlayUIBottomItem.updateMessageBox(ConfigManager.GetStringResource(21) + ((Item)item).descriptions + "\r\n" +
                                                  ConfigManager.GetStringResource(26) + GameState.GetFirstSwordInInventory().descriptions + "?\r\n" +
                                                  ConfigManager.GetStringResource(28) + ((IWeapon)item).capableHit + "%" + "\r\n" +
                                                  ConfigManager.GetStringResource(23));

                PlayUIBottomItem.UpdateInstruction(
                    PlayUIBottomItem.YES_INSTRUNCTION | PlayUIBottomItem.NO_INSTRUNCTION);
                PlayUIBottomItem.UpdateMenuOption(PlayUIBottomItem.CLEAR);
                //***********************************
            }
            else
            {
                //************************************
                PlayUIBottomItem.updateMessageBox(ConfigManager.GetStringResource(21) + ((Item)item).descriptions + "\r\n" +
                                                  ConfigManager.GetStringResource(28) + ((IWeapon)item).capableHit + "%" + "\r\n" +
                                                  ConfigManager.GetStringResource(22) + "\r\n" + ConfigManager.GetStringResource(23));

                PlayUIBottomItem.UpdateInstruction(
                    PlayUIBottomItem.YES_INSTRUNCTION | PlayUIBottomItem.NO_INSTRUNCTION);
                PlayUIBottomItem.UpdateMenuOption(PlayUIBottomItem.CLEAR);
                //***********************************
            }

            while (toProcessing)
            {
                keyInfo = Console.ReadKey(true);

                switch (Char.ToUpper(keyInfo.KeyChar))
                {
                case 'N':
                    toProcessing = false;
                    //***************************
                    PlayUIBottomItem.UpdateInstruction(PlayUIBottomItem.QUIT_INSTRUNCTION);
                    PlayUIBottomItem.UpdateMenuOption(
                        PlayUIBottomItem.UP_INSTRUNCTION ^
                        PlayUIBottomItem.DOWN_INSTRUNCTION ^
                        PlayUIBottomItem.RIGHT_INSTRUNCTION ^
                        PlayUIBottomItem.LEFT_INSTRUNCTION
                        );
                    //******************************
                    ((IAvailable)item).SetNotAvailable(ConfigManager.ItemNotAvailableTime);
                    break;

                case 'Y':
                    toProcessing = false;
                    toPickup     = true;
                    gm.ItemsHashTable.Remove(((Item)item).InstanceKey);     //Remove from room
                    GameState.RemoveSwordFromInventory();
                    GameState.inventory.Add((Item)item);
                    ((ITakable)item).Take();
                    //*************************************
                    PlayUITopItem.UpdateWeaponType(((Item)item).descriptions);
                    PlayUILeftPanel.UpdateSwordItem(GameState.CountSwordInInventory());
                    PlayUILeftPanel.UpdateWeaponTypeVal(((Item)item).descriptions);
                    PlayUILeftPanel.UpdateWeaponrPowerLevel(
                        Utility.getPercentageVal(((IWeapon)item).capableHit, 400));
                    PlayUIBottomItem.UpdateInstruction(PlayUIBottomItem.QUIT_INSTRUNCTION);
                    PlayUIBottomItem.UpdateMenuOption(
                        PlayUIBottomItem.UP_INSTRUNCTION ^
                        PlayUIBottomItem.DOWN_INSTRUNCTION ^
                        PlayUIBottomItem.RIGHT_INSTRUNCTION ^
                        PlayUIBottomItem.LEFT_INSTRUNCTION
                        );

                    PlayUIRightPanel.PaintLegendOption(GameState.currentRoom);
                    //***************************************
                    break;
                }
            }

            return(toPickup);
        }
Beispiel #2
0
        public static void printInitScreen()
        {
            GameRoom      gm;
            Player        player;
            GameWorldInfo gwinfo;
            Item          item;

            gm     = GameDataFactory.curr_gwinfo.GetGameRoombyNumber(GameState.currentRoom);
            gwinfo = GameDataFactory.curr_gwinfo;
            player = GameDataFactory.curr_gwinfo.The_Player;

            //****************************************************************************
            PlayUIBottomItem.UpdateInstruction(
                PlayUIBottomItem.QUIT_INSTRUNCTION
                //PlayUIBottomItem.UP_INSTRUNCTION   ^
                //PlayUIBottomItem.DOWN_INSTRUNCTION   ^
                //PlayUIBottomItem.RIGHT_INSTRUNCTION   ^
                //PlayUIBottomItem.LEFT_INSTRUNCTION
                );

            PlayUIBottomItem.UpdateMenuOption(
                // PlayUIBottomItem.QUIT_INSTRUNCTION ^
                PlayUIBottomItem.UP_INSTRUNCTION ^
                PlayUIBottomItem.DOWN_INSTRUNCTION ^
                PlayUIBottomItem.RIGHT_INSTRUNCTION ^
                PlayUIBottomItem.LEFT_INSTRUNCTION
                );

            PlayUIBottomItem.updateMessageBox(
                ConfigManager.GetStringResource(2) + "\n" + ConfigManager.GetStringResource(3));


            PlayUITopItem.UpdateGameLevel(GameState.gameLevel);
            PlayUITopItem.UpdateExperienceLevel(GameState.experience);
            PlayUITopItem.UpdateNoOfRoom(gwinfo.NumberOfRooms);

            PlayUITopItem.UpdateHealthLevel(player.GetHealthLevel());

            PlayUITopItem.UpdateSilverLevel(GameState.CountSilverInInventory());
            PlayUITopItem.UpdateGoldLevel(GameState.CountGoldInInventory());
            PlayUITopItem.UpdateHealthPotion(GameState.CountHealthPotionInInventory());

            item = GameState.GetFirstArmourInInventory();
            if (item != null)
            {
                PlayUITopItem.UpdateArmourType(item.descriptions);
            }
            else
            {
                PlayUITopItem.UpdateArmourType("No");
            }

            item = GameState.GetFirstSwordInInventory();
            if (item != null)
            {
                PlayUITopItem.UpdateWeaponType(item.descriptions);
            }
            else
            {
                PlayUITopItem.UpdateWeaponType("No");
            }

            PlayUITopItem.UpdateScore(GameState.score);
            //************************************************************************************
        }
Beispiel #3
0
        // Main Attack Function.
        private static void HandleBattle(int col, int row, int room)
        {
            ConsoleKeyInfo keyInfo;
            bool           toProcessing = true;
            Item           weapon       = null;



            //while (!Console.KeyAvailable && GameState.isBattleOn() && toProcessing)
            while (GameState.isBattleOn() && toProcessing)
            {
                if (Console.KeyAvailable)
                {
                    keyInfo = Console.ReadKey(true);


                    switch (Char.ToUpper(keyInfo.KeyChar))
                    {
                    case 'A':

                        if (GameState.GetFirstSwordInInventory() == null)
                        {
                            PlayUIBottomItem.updateMessageBox(ConfigManager.GetStringResource(51) + "\r\n" +
                                                              ConfigManager.GetStringResource(52));
                            toProcessing = false;
                            break;
                        }


                        weapon = GameState.GetFirstSwordInInventory();
                        if (weapon is IronSword || weapon is WoodenSword)
                        {
                            ((ILivingOrganism)GameState.enemyobj).getHit(((IWeapon)weapon).hitPower);
                            //Reduce SWord Power.
                            ((IWeapon)weapon).doHit();
                            PlayUIRightPanel.UpdateEnemyHealthLevel(((ILivingOrganism)GameState.enemyobj).HealthLevel);

                            if (((ILivingOrganism)GameState.enemyobj).HealthLevel == 0)
                            {
                                //Enmey Health gone.
                                //Stop the Enemy
                                ((ILivingOrganism)GameState.enemyobj).Sleep();

                                ((GameRoom)gwinfo.GetGameRoombyNumber(GameState.currentRoom)).ItemsHashTable.Remove(GameState.enemyobj.InstanceKey);

                                if (GameState.enemyobj is Monster)
                                {
                                    ((GameRoom)gwinfo.GetGameRoombyNumber(GameState.currentRoom)).MonsterList.Remove((Monster)GameState.enemyobj);
                                    gwinfo.NumberOfMonster--;
                                }
                                else if (GameState.enemyobj is Globin)
                                {
                                    ((GameRoom)gwinfo.GetGameRoombyNumber(GameState.currentRoom)).GlobinList.Remove((Globin)GameState.enemyobj);
                                    gwinfo.NumberOfGlobin--;
                                }

                                if (GameState.enemyobj is ITakable)
                                {
                                    ((ITakable)GameState.enemyobj).Take();
                                }


                                GameState.setBatteOff();
                                GameState.LastWin = true;
                                GameState.ReleaseEnemies(GameState.currentRoom);

                                //********************************************
                                PlayUIRightPanel.UpdateEnemyTitle("");
                                PlayUIRightPanel.UpdateEnemyHealthLevel(0);
                                PlayUILeftPanel.UpdateTotalEnemyItem(
                                    ((GameRoom)gwinfo.GetGameRoombyNumber(GameState.currentRoom)).GlobinList.Count +
                                    ((GameRoom)gwinfo.GetGameRoombyNumber(GameState.currentRoom)).MonsterList.Count);
                                PlayUILeftPanel.UpdateTotalGlobinWItem(gwinfo.NumberOfGlobin);
                                PlayUILeftPanel.UpdateTotalMonsterItem(gwinfo.NumberOfMonster);
                                PlayUITopItem.UpdateHealthLevel(gwinfo.The_Player.GetHealthLevel());
                                PlayUIRightPanel.PaintLegendOption(GameState.currentRoom);


                                //*********************************************
                            }

                            if (((IWeapon)weapon).capableHit > 0)
                            {
                                PlayUILeftPanel.UpdateWeaponTypeVal(weapon.descriptions);
                                PlayUILeftPanel.UpdateWeaponrPowerLevel(
                                    Utility.getPercentageVal(((IWeapon)weapon).capableHit, 400));

                                PlayUILeftPanel.UpdateSwordItem(GameState.CountSwordInInventory());
                            }
                            else
                            {
                                GameState.RemoveSwordFromInventory();

                                PlayUILeftPanel.UpdateWeaponTypeVal("Not Found");
                                PlayUILeftPanel.UpdateWeaponrPowerLevel(0);
                                PlayUILeftPanel.UpdateSwordItem(GameState.CountSwordInInventory());
                                PlayUITopItem.UpdateWeaponType("No");
                            }
                        }
                        toProcessing = false;
                        break;

                        /*
                         * case 'Q':
                         *  //DEBUG
                         *  ScreenManager.WriteDebugLine("Quit Attack @@@@@@@@@@@@@@@@@@@@@@@@@@@@");
                         *  toProcessing = false;
                         *  GameState.setBatteOff();
                         *  //DEBUG
                         *  break;
                         */
                    }
                }
            }
        }